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Every time a unit casts the spell you are talking about, you should add the conditions you need.
For example if your damage system works on a Integar/Real (I.E Hero Int = x) then you would want to do a condition before the spell that says if the hero has item or anything else, set (your integar = integar + x )
He means (atleast thats what I understood) how to add to a spell damage when you have, say, an item that adds spell damage (like in The Black Road rpg).
You have played World of Warcraft or WoW Allstars?
If you have, you know what I mean.
Post an example trigger, because I can't understand what are you saying! :/
• Example 1: 1 int = +10 spell damage/healing
• Example 2: Robe of the Magi = +50 spell damage/healing
Set Spell_Damage = ((Intelligence of (Triggering unit) (Include bonuses)) x 10)
If (((Triggering unit) has buff Your_Buff) Equal to True) then do (Set Spell_Damage = (Spell_Damage + 100)) else do (Do nothing)
If (((Triggering unit) has an item of type Your_Item) Equal to True) then do (Set Spell_Damage = (Spell_Damage + 50)) else do (Do nothing)
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Real(Spell_Damage)) damage of attack type Normal and damage type Normal
Spell_Damage can be either Integar or Real, depend how much accuracy you want for the damage.
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